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 Forum index » Chaotic Fiction » 10Cloverfield Lane
[SITE] Survival Sim
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Cherry
Decorated


Joined: 25 Feb 2016
Posts: 186
Location: traveler

Has anyone run the numbers to find out what use of supplies would be needed to use all 20,000 units on the nose? Every time I've run this I've had leftover units (usually .26 or a little more) maybe we have to use all 20,000 ?

PostPosted: Thu Feb 25, 2016 3:35 am
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ObFuSc8
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Joined: 11 Aug 2011
Posts: 203

Cherry wrote:
No matter how much water I add I run out and die. Frustrating but I did make it to 397 days this time which is the highest yet for me. I don't think you're supposed to run this with one person but maybe I needed to kill off my second person at some point (which would make sense since we're told we'll have to make tough decisions). I have also yet to see a morale booster that I didn't do myself.


Did you look at my post on how to budget supplies? You need 5 gal/person/day ; cost = 1.12 units/gal ; (1825gal/person/year , 2044 units/person/year).

I'd say 397 days isn't bad at all with the new specs.

I just made 434d 15h, but killed the 2nd person off at 309 days. I did get the Lasagna night morale boost at some point - but it definitely gets harder after you kill Person 2 - you pretty much have to play games or clean all the time between jobs. I got a fuel loss, then soon after 40% hit to morale, which threw off my scheduling, and you can see I died because I missed finishing cleaning by 1 day.


EDIT:
Cherry wrote:
Has anyone run the numbers to find out what use of supplies would be needed to use all 20,000 units on the nose? Every time I've run this I've had leftover units (usually .26 or a little more) maybe we have to use all 20,000 ?


You don't need to run the till down to exactly zero, that makes mo difference (except for a teensy bit of efficiency). There are multiple ways to get close zero.

You're new, so I'm going to assume you didn't go back to page 5 to look at my post on supplies? I'll re-post it here in a little while, to make it easier.
434.png
 Description   434 days, 15 hours
 Filesize   90.92KB
    72 Time(s)

Unfortunately, this file is no longer in our archives.


PostPosted: Thu Feb 25, 2016 3:42 am
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Cherry
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Joined: 25 Feb 2016
Posts: 186
Location: traveler

I did sit last night and run all the numbers and wrote them down BUT I was aiming for three years (plus one day since this is a leap year) Now I guess I rerun them for 730 - 731 (leap year) days since they've all but told us we need to make it at least two years.

I wasn't new I just can't remember the name I used 8 years ago when I last used this site. Embarassed I lurked around last night for quite a while. It's 3am here so I'll probably try to snooze and try this again tomorrow when I'm fresh and not so frustrated.

PostPosted: Thu Feb 25, 2016 4:05 am
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ryanj64
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Joined: 15 May 2010
Posts: 184

A little crazy how the game is definitely not built for 3 people.. most i can get there is around 200 days. Funny thing is, they all stay alive until the food runs out, while most of the time with 2 people everything gets hit at once where i cant complete all jobs quickly enough because morale goes down.

PostPosted: Thu Feb 25, 2016 4:13 am
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ObFuSc8
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Joined: 11 Aug 2011
Posts: 203

SIM Supplies, Cost, Strategies

BUNKER SUPPLIES:
    FOOD: = 1.5/person/day ; cost = 3.2 units/ration ; (547.5/person/year , 1752 units/person/year)

    WATER: = 5 gal/person/day ; cost = 1.12 units/gal ; (1825gal/person/year , 2044 units/person/year)

    FILTER: 1 Filter = 179.9 days ; cost = 642 units/filter
      **However** When you let your Filter rating run all the way down to 0%, the SIM gives you an extra 35 days to failure. Factoring that in 1 Filter = 214.9 days. And there's already a filter in place when you start the SIM, that you don't have to pay for.

      **So:** -- 2 Filters = 644.7 days, 3 Filters = 859.6 days, 4 Filters = 1074.5 days (without any SIM events that use up a filter, of course.)


    FUEL: = 6 gal/day ; cost 1.65 units/gal
      **HOWEVER** When you let your Fuel rating run all the way down to 0 gal, the SIM gives you an extra 20 days to failure. Since this happens every 1000 gallons, each 1000 gal will last 186.667 days (instead of 166.667), which is 5.357 gal/day.

      **So:** 1955.357 gal/year , 3226.339 units/year, BUT the SIM spots you 1000 gal to start, so you can deduct all or part of that.


    FISH: = 1 box = 4 days ; cost 14.24 units/box
      **HOWEVER** When you let your Fish rating run all the way down to 0 boxes, the SIM gives you an extra 16 days to failure. Since this happens every 20 boxes, each 20 boxes will last 96 days (instead of 80), which is 4.8 days/box.

      **So:** 76.041 boxes/year , 1082.833 units/year, BUT the SIM spots you 20 boxes to start, so you can deduct all or part of that.


    FIRST AID KITS: 127.99 units/kit; They add 20% health to each person in the shelter.
      **My brief observation**shows Health drops by about 5% per day when assigned a task (when the person is NOT rationed), so you'll probably need 3.65 kits/year, but should factor in extra for injuries. The best strategy is to aim for a minimum of 8, but buy as many kits as you can with units you have left over after buying all the rest of the supplies.


It's best to let your supplies run into the "Failure" zones before you refill/restock, because of the extra days for Filter/Fuel/Fish.
You'll get:
    • 35 extra days for FILTER
    • 20 extra days for FUEL
    • 16 extra days for FISH


It's important to know how long each task takes (especially when stretching to make stuff last):
    • FILTER = 24 days
    • FUEL = 12 days
    • FISH = 10 days
    • AID = 16 days (Increases Health by 25% ⇐ typo -- EDIT should be 20%)
    • GAMES = 13 days (increases Morale by 25%)
    • CLEAN = 10 days (increases Morale by 10%)
I usually look at the status counter and start the respective job when I'm a fraction of days above these numbers (for example, FISH when the status counter says "FAILURE IN 10.2 days".)

You'll lose Health & Morale more quickly when working too, so the less you can work, the better. You lose Morale faster with everyone working, so it's best to have 1 person free, if you can manage it. You'll also get an extra 30 days for Morale if you let it run to 0%.

You can plan out re-stocking intervals to try to schedule jobs so that they don't overlap. This is will be especially important if you kill your 2nd person off.

You may not want to subtract out all the extra fuel/fish I mentioned above - it helps if you want to stagger jobs. (I've been taking a few extra boxes of fish because that's the job I schedule early to stagger stuff for later.

I hope that helps. I'll can post an "optimized" list, if people want - but it takes away from people figuring out what works best on their own.

Pixie don't kill me - I double posted, or this would have been suuuuuuuuuuuper long.

~~~~~ I see no double post, but for future reference if a post is too long to fit into one post, that's once of those exceptions. Smile ~ Pixie



PostPosted: Thu Feb 25, 2016 4:17 am
Last edited by ObFuSc8 on Thu Feb 25, 2016 3:09 pm; edited 1 time in total
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v37
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Joined: 18 May 2010
Posts: 201
Location: Knocking on the sky and listening to the sound

^^^^ This is awesome Cool It's like reading the Hints and Tips section out of an old issue of Game Informer!

PostPosted: Thu Feb 25, 2016 4:24 am
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Colt
Unfettered


Joined: 13 Nov 2007
Posts: 400
Location: Piney Flats

Is it just me or is there definitely more "glitches" this update then last time?

Also has anyone else noticed that the stats page has a (radioman70, radiogirl) duo thats above 700 days? With the exploit fixed it's hard to say if a new one was opened up, but if this is a real stat then how? is it possible this is a Ig name put there to show what you need to reach/get above to "win"?

http://imgur.com/adIKTag

edit: scratch that, looks like it was probably done before the exploit was fixed based on the time stamp, plus it's radiogril, Howard apparently has a grill in his shelter, thats where all those fires are coming from

PostPosted: Thu Feb 25, 2016 8:56 am
Last edited by Colt on Thu Feb 25, 2016 10:27 am; edited 1 time in total
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Adm_BlackCat
Unfettered


Joined: 18 May 2010
Posts: 666
Location: Spokane, WA

Got a fitting morale bonus today.

"Finished a Jigsaw Puzzle
Teamwork is the key to puzzles and to survival."
Untitled.png
 Description   Teamwork is the key to puzzles and to survival.
 Filesize   90.97KB
    109 Time(s)

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PostPosted: Thu Feb 25, 2016 10:25 am
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danteIL
Unfictologist


Joined: 08 May 2006
Posts: 1990

I would just like to state that I am really HATING this stupid survival sim game thing. It doesn't *DO* anything. It doesn't *LEAD TO* anything. It doesn't provide useful actual backstory. The leaderboard is stupid and doesn't make sense in-game. Howard can tweak all the parameters he wants but there doesn't seem to be any point to this. So we get a high score? Whoopy-dee-doo. Where is this going, Howard??

If I were Megan and Howard was my father suggesting that I should be doing this, I would run away and take a train far away in the other direction, shelter be damned.

PostPosted: Thu Feb 25, 2016 11:43 am
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Pixiestix
Resident Angry Midget


Joined: 26 Aug 2004
Posts: 2465
Location: Tomorrow's Talk Studios

danteIL wrote:
I would just like to state that I am really HATING this stupid survival sim game thing. It doesn't *DO* anything. It doesn't *LEAD TO* anything. It doesn't provide useful actual backstory. The leaderboard is stupid and doesn't make sense in-game. Howard can tweak all the parameters he wants but there doesn't seem to be any point to this. So we get a high score? Whoopy-dee-doo. Where is this going, Howard??.


It does appear to be frakking busy work. I loathe busy work.
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PostPosted: Thu Feb 25, 2016 12:08 pm
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hinoai
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Joined: 28 Sep 2007
Posts: 284
Location: Citizen of the World (currently Honolulu, Hawaii).

Hahaa. I actually totally love it! This kind of game is right up my alley, and I keep stealing time away from work to play. I wish that I had time enough to really strive for the high score.

PostPosted: Thu Feb 25, 2016 1:36 pm
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danteIL
Unfictologist


Joined: 08 May 2006
Posts: 1990

Here's my suggestion:

Someone (Obfusc8?) should post their *ideal* supply start-up. Put it behind spoiler text if you want, but personally I am not going to do the math necessary to figure it out on my own.


Then, with this information in hand, enough people can simultaneously attempt to reach whatever kind of arbitrary mark (2 yrs/2 people??) Howard has in mind for this idiotic exercise. With enough people trying, if *SOMEONE* can get lucky enough to get through it without any bad luck adverse events, then maybe we can move on to the next thing.

EDIT: the leaderboard still isn't showing up for me when I do STATS. This is the problem with using old SEASAT software, Howard.

PostPosted: Thu Feb 25, 2016 1:53 pm
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Cherry
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Joined: 25 Feb 2016
Posts: 186
Location: traveler

danteIL wrote:
Here's my suggestion:

Someone (Obfusc8?) should post their *ideal* supply start-up. Put it behind spoiler text if you want, but personally I am not going to do the math necessary to figure it out on my own.


Then, with this information in hand, enough people can simultaneously attempt to reach whatever kind of arbitrary mark (2 yrs/2 people??) Howard has in mind for this idiotic exercise. With enough people trying, if *SOMEONE* can get lucky enough to get through it without any bad luck adverse events, then maybe we can move on to the next thing.

EDIT: the leaderboard still isn't showing up for me when I do STATS. This is the problem with using old SEASAT software, Howard.



I agree. I cannot get beyond just over 400 days with anything I am doing now. I'd be willing to play with some suggested supply numbers.

PostPosted: Thu Feb 25, 2016 2:32 pm
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AntaresMHD
Veteran


Joined: 01 May 2008
Posts: 145

I don't know, I enjoy it as well... I have fun tweaking and figuring out the right amount of supplies on my own and eventually arrive to some of the same deductions posted here by myself. It's kind of intuitive at first but you just work your way into the whole dynamics; I'm also a RTS fan (mostly Starcraft) so I just get into the proper mindset from the get-go.
What I don't like is how the system randomly kills one of your characters even if they have high stats, it's annoying since I make sure to keep them both high at the minimal resources but then they suddenly get killed off. I get that it's supposed to be a survival simulator but don't just tell me he/she died and you now have to dispose of the body, give me something to work with or some kind of build-up, people don't just die inside a bunker, pretty sure you get in a bunker for the exact opposite reason.

PostPosted: Thu Feb 25, 2016 2:33 pm
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CloverfieldClues.com
Entrenched


Joined: 03 Aug 2007
Posts: 757

danteIL wrote:
Someone (Obfusc8?) should post their *ideal* supply start-up. Put it behind spoiler text if you want, but personally I am not going to do the math necessary to figure it out on my own.


ObFuSc8 wrote:
I'll can post an "optimized" list, if people want


Yes, I think an optimized list would be helpful for most people.

I've tried to create my own based on these tips, but I'm not sure If I'm doing something wrong, as I can only get the numbers with two people to add up to about 600 days (not that I've made it that far...)

FWIW, This is what I have been using:

FOOD: 1818
WATER: 5704
FILTER: 2
FUEL: 2246
FISH: 125
AID: 8

PostPosted: Thu Feb 25, 2016 3:20 pm
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